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DRT 99
RAT PATROL INC. The Empire of New Eden
522
|
Posted - 2015.08.13 03:11:00 -
[1] - Quote
First off i forgot if its Windows of Opportunity or Waves of Opportunity, but im referring to CCPs goal of vehicles being strong for a little while and then vulnerable for a little while. Whatever its called it isnt working.
Now before anyone burns me at the steak for attempting to touch vehicle balance, let me state i have some basic experience using vehicles and extensive experience shooting them. I know im going to be accused of bias by people who dont even read the whole OP. Regardless of that, as someone who would like to get into using vehicles, there is no bias here - these are simply my observations as someone who has shot at vehicles and my frustrations as someone attempting to learn how to use vehicles.
Now with that out of the way, im going to cut to the chase - most active modules are fine, and the Windows or Waves or whatever it is works tolerably. Hardners, on the other hand, are working too well and throwing everything else out of whack.
So at this point i figure many people have already stopped reading and have started replying, those of you still with me, let me explain.
Im going to be using tanks in this example but much of this applies to DS as well, tanks are simpler to type than vehicles.
Currently, with hardners active, tanks are increadibly difficult to destroy with a reasonable ammount of infantry AV. That being said, without hardners, tanks are increadibly easy to destroy with just a single person. The current state of hardners makes vehicles incredibly difficult to balance as they are both overpowered and underpowered at the same time - it all depends wholly on whether the hardners are on or off.
Am i the only one who sees an issue with this?
From an infantry perspective, since tanks are so fast and can easily outrun infantry AV, tanks can simply make their 'vulnerable' period completely irrelevant by either using 2 hardners or returning to the redline and waiting for the cooldown. Either way, the only time they will be getting shot is when they have their hardners on.
From a tank's perspective, it basically forces you to fit 2 hardners, or spend time in the redline waiting for cooldowns.
What im getting at is the current 'Windows of Opportunity' system isnt fun for both tankers (do nothing in redline and wait to get hard again) and infantry (can only ever shoot a tank when it has its hardners on) unless the tanker has 2 hardners and is perma-hardened (which isnt even waves of opportunity anymore, is it...?)
On top of this, it seems like a vehicle is not viable unless it has a hardner - which i dont believe is right. In eve, there are many ways to fit a ship. In dust, there are many ways to fit a dropsuit. When it gets to tanks though, theres only so many ways to fit a tank and still be viable, and that is because windows of opportunity forces players to fit hardners.
There isnt a solution i can propose that wouldnt start a flamewar and cause butthurt, but my point still stands:
Tanks and DS will NOT be balanced so long as 'Windows of Opportunity' applies to hardners - they will flip flop between overpowered and underpowered, much like the activation cycle of the hardners themselves. All you need to do is look back at the changes made to hardners in the past for proof. |
DUST Fiend
17
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Posted - 2015.08.13 03:18:00 -
[2] - Quote
This is because one of the foulest sicknesses plaguing DUST has always been the Redline. This game will ultimately be impossible to balance so long as the redline remains. There are plenty of alternatives, but all require actual coding, so it will never happen unless a port magically appears (don't hold your breath)
I am a beautiful space manatee, flying through the sky with the greatest of ease
Swarms everywhere.
So-bittervet
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Reign Omega
T.H.I.R.D R.O.C.K
1
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Posted - 2015.08.13 03:21:00 -
[3] - Quote
I too..dislike burnt steaks.
TLDR.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!! The Incursions are back... and they're golden baby!
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DRT 99
RAT PATROL INC. The Empire of New Eden
522
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Posted - 2015.08.13 03:27:00 -
[4] - Quote
Reign Omega wrote:I too..dislike burnt steaks.
TLDR.
how could i have inconvenienced you like that! that will teach me for using words i tell you what! |
Reign Omega
T.H.I.R.D R.O.C.K
1
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Posted - 2015.08.13 03:32:00 -
[5] - Quote
DRT 99 wrote:Im confident that a solution exists, but it most likely involves a significant hardner nerf (with them switched over to passive instead of active), and a vehicle buff to the point where they are usable without hardners. But im not suggesting anything - this is simply the problem i see, CCP can do the rest if they so chose Reign Omega wrote:I too..dislike burnt steaks.
TLDR. how could i have inconvenienced you like that! that will teach me for using words i tell you what!
Yup, serves you right!
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!! The Incursions are back... and they're golden baby!
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Maken Tosch
DUST University Ivy League
12
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Posted - 2015.08.13 04:02:00 -
[6] - Quote
Perhaps CCP Rattati can draw inspiration from Eve Online to address hardeners.
In Eve Online, a specific class of ships known as Marauders are the only ships in Eve capable of going into what we call Bastion mode. What is Bastion mode and what does it do?
It is a mode that needs to be manually activated and goes into a set cycle of about 10 minutes if I remember the timer correctly. During this time, the ship morphs into a reinforced state where various bays are opened exposing what look like reactors to the vacuum of space. At the same time, the ship's damage resistance to any type of damage is increased by a large magnitude where it can take on almost any damage and survive until the timer runs out. Meanwhile, the ship is still able to fire back.
But there are downsides to using Bastion mode.
Once the mode is activated you can't move, you can't take in any remote repairs from another player, the mode does nothing to your damage output, and you can't manually deactivate until the timer runs its course. So if anything happens to your fleet like if they are forced to retreat, you get left behind and the opposing fleet can have their way with you. Which brings me to the next downside.
Bastion mode, is not full proof. Given enough damage in a short time, the seemingly-unbreakable tank on your ship will break. This is especially true if the ships that fire their powerful weapon happen to be Drifters which can one-hit kill even a Marauder in Bastion Mode.
How can this be applied to Dust?
The concept of Bastion mode can be adapted for use in Dust by making the following changes to the hardeners:
- Extend the time active significantly.
- Vehicles such as LAVs and HAVs that have this module become immobilized when it's active.
- Dropships are forced to hover in a stationary position but can change which way to look during the hover. They can't increase or decrease altitude.
The idea here is that hardeners are taking up so much power to increase the damage resistance of the vehicles that they are unable to furnish enough power to keep the vehicles moving. So the vehicles become sitting ducks until the hardeners finish their cycle. This also means that they won't be able to help their team in other places if they are needed elsewhere in a battle that changes rapidly.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.08.13 04:09:00 -
[7] - Quote
Maken Tosch wrote:Perhaps CCP Rattati can draw inspiration from Eve Online to address hardeners. In Eve Online, a specific class of ships known as Marauders are the only ships in Eve capable of going into what we call Bastion mode. What is Bastion mode and what does it do? It is a mode that needs to be manually activated and goes into a set cycle of about 10 minutes if I remember the timer correctly. During this time, the ship morphs into a reinforced state where various bays are opened exposing what look like reactors to the vacuum of space. At the same time, the ship's damage resistance to any type of damage is increased by a large magnitude where it can take on almost any damage and survive until the timer runs out. Meanwhile, the ship is still able to fire back. But there are downsides to using Bastion mode.Once the mode is activated you can't move, you can't take in any remote repairs from another player, the mode does nothing to your damage output, and you can't manually deactivate until the timer runs its course. So if anything happens to your fleet like if they are forced to retreat, you get left behind and the opposing fleet can have their way with you. Which brings me to the next downside. Bastion mode, is not full proof. Given enough damage in a short time, the seemingly-unbreakable tank on your ship will break. This is especially true if the ships that fire their powerful weapon happen to be Drifters which can one-hit kill even a Marauder in Bastion Mode. How can this be applied to Dust?The concept of Bastion mode can be adapted for use in Dust by making the following changes to the hardeners:
- Extend the time active significantly.
- Vehicles such as LAVs and HAVs that have this module become immobilized when it's active.
- Dropships are forced to hover in a stationary position but can change which way to look during the hover. They can't increase or decrease altitude.
The idea here is that hardeners are taking up so much power to increase the damage resistance of the vehicles that they are unable to furnish enough power to keep the vehicles moving. So the vehicles become sitting ducks until the hardeners finish their cycle. This also means that they won't be able to help their team in other places if they are needed elsewhere in a battle that changes rapidly.
Bastion modules are one thing but they would have to be enforcer or marauder specific and convey very real and tangible benefits to the HAV basically chaining itself into position.
In addition to damage mitigation you'd be talking rep bonuses, possibly heat build up reduction, maybe even RoF or something like that.
However the issue plaguing HAV is that they aren't tanks. They don't function like tanks, and they are so general purpose that they will never have a real battlefield role.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Maken Tosch
DUST University Ivy League
12
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Posted - 2015.08.13 04:10:00 -
[8] - Quote
I forgot to mention that there is also Siege mode, Triage mode, and Industrial Reconfiguration mode in Eve Online, but those are completely different. One deals massive amounts of damage. One repairs like a boss. And one processes ore like there is no tomorrow.
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Maken Tosch
DUST University Ivy League
12
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Posted - 2015.08.13 04:12:00 -
[9] - Quote
True Adamance wrote:
Bastion modules are one thing but they would have to be enforcer or marauder specific and convey very real and tangible benefits to the HAV basically chaining itself into position.
In addition to damage mitigation you'd be talking rep bonuses, possibly heat build up reduction, maybe even RoF or something like that.
However the issue plaguing HAV is that they aren't tanks. They don't function like tanks, and they are so general purpose that they will never have a real battlefield role.
I guess to address that part, you can have the module tell the system to not accept any repairs from another player. Though I'm not sure about repairs coming from the tank itself. It was just a thought that deserved mentioning.
Eve Online Invite
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DRT 99
RAT PATROL INC. The Empire of New Eden
522
|
Posted - 2015.08.13 04:36:00 -
[10] - Quote
i've always liked the idea of a siege cycle for tanks but i fear this will be more of the same, vulnerable when not in siege, impossible to force off while in siege |
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Beld Errmon
1
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Posted - 2015.08.13 06:27:00 -
[11] - Quote
As an old tanker (not current) I've gotta say the biggest power of tanks has always been their mobility, the hardeners and weapons are great, but its always been the ability to gtfo that has made tanks hard to kill.
Slow them down a fair bit and they won't be able to scythe through the battlefield the way they currently do, you could perhaps tie it to the hardeners, if you're hard *snicker* you lose a lot of your speed... hopefully dropships would get their own hardeners or this idea for tanks would ruin my current occupation.
Assault Dropship Pilot
Semi-Retired Closed Bittervet
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bear90211
Negative-Feedback.
345
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Posted - 2015.08.13 08:17:00 -
[12] - Quote
DRT 99 wrote:First off i forgot if its Windows of Opportunity or Waves of Opportunity, but im referring to CCPs goal of vehicles being strong for a little while and then vulnerable for a little while. Whatever its called it isnt working.
Now before anyone burns me at the steak for attempting to touch vehicle balance, let me state i have some basic experience using vehicles and extensive experience shooting them. I know im going to be accused of bias by people who dont even read the whole OP. Regardless of that, as someone who would like to get into using vehicles, there is no bias here - these are simply my observations as someone who has shot at vehicles and my frustrations as someone attempting to learn how to use vehicles.
Now with that out of the way, im going to cut to the chase - most active modules are fine, and the Windows or Waves or whatever it is works tolerably. Hardners, on the other hand, are working too well and throwing everything else out of whack.
So at this point i figure many people have already stopped reading and have started replying, those of you still with me, let me explain.
Im going to be using tanks in this example but much of this applies to DS as well, tanks are simpler to type than vehicles.
Currently, with hardners active, tanks are increadibly difficult to destroy with a reasonable ammount of infantry AV. That being said, without hardners, tanks are increadibly easy to destroy with just a single person. The current state of hardners makes vehicles incredibly difficult to balance as they are both overpowered and underpowered at the same time - it all depends wholly on whether the hardners are on or off.
Am i the only one who sees an issue with this?
From an infantry perspective, since tanks are so fast and can easily outrun infantry AV, tanks can simply make their 'vulnerable' period completely irrelevant by either using 2 hardners or returning to the redline and waiting for the cooldown. Either way, the only time they will be getting shot is when they have their hardners on.
From a tank's perspective, it basically forces you to fit 2 hardners, or spend time in the redline waiting for cooldowns.
What im getting at is the current 'Windows of Opportunity' system isnt fun for both tankers (do nothing in redline and wait to get hard again) and infantry (can only ever shoot a tank when it has its hardners on) unless the tanker has 2 hardners and is perma-hardened (which isnt even waves of opportunity anymore, is it...?)
On top of this, it seems like a vehicle is not viable unless it has a hardner - which i dont believe is right. In eve, there are many ways to fit a ship. In dust, there are many ways to fit a dropsuit. When it gets to tanks though, theres only so many ways to fit a tank and still be viable, and that is because windows of opportunity forces players to fit hardners.
There isnt a solution i can propose that wouldnt start a flamewar and cause butthurt, but my point still stands:
Tanks and DS will NOT be balanced so long as 'Windows of Opportunity' applies to hardners - they will flip flop between overpowered and underpowered, much like the activation cycle of the hardners themselves. All you need to do is look back at the changes made to hardners in the past for proof.
TL;DR Vehicles are too reliant on hardners, too durable with hardners, too vulnerable without. I think I made a thread a while back, maybe, stating that hardeners should have a 60% res, a 45 sec active period and a 60 sec down time, BUT you could only have 1 hardener of either type. forcing the tank to leave before the hardener pops, or getting screwed up, but implement the passive hardeners and active armor reps, with a natural (Very low) HP regen / sec. |
DRT 99
RAT PATROL INC. The Empire of New Eden
528
|
Posted - 2015.08.13 16:43:00 -
[13] - Quote
Beld Errmon wrote:On the other hand I think hardeners have become too much of a must have, the few times i've bothered to try out a tank i've noticed that once the hardeners go on you might as well not bother shooting at another tank with a blaster, seems this way with a swarm launcher as well, unless your entire time is shooting at them at the same time. This right here.
bear90211 wrote:I think I made a thread a while back, maybe, stating that hardeners should have a 60% res, a 45 sec active period and a 60 sec down time, BUT you could only have 1 hardener of either type. forcing the tank to leave before the hardener pops, or getting screwed up, but implement the passive hardeners and active armor reps, with a natural (Very low) HP regen / sec. This would only make things worse, the problem right now is that vehicles are weak as hell without hardners active and ridiculously durable with them, so giving them an even harder hardner will only cause MORE issues, because tanks will have to be nerfed somehow to make up for this, making them even weaker without the hardner.
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Count- -Crotchula
Namtar Elite Gallente Federation
273
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Posted - 2015.08.13 16:46:00 -
[14] - Quote
I took out axlkazik's gv0 earlier :)
and orzels cv0 last week
it's not hard to do, normally 1 or 2 shots from a bluedot helps as a distraction as much as it does to tip the numbers in your favour, bit hard to take down the tanks when they're shooting at you, just be sneaky and use cover.
https://forums.dust514.com/default.aspx?g=posts&t=211419&find=unread
https://www.youtube.com/user/DeanBetamberine
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Thaddeus Reynolds
Facepunch Security
370
|
Posted - 2015.08.13 17:51:00 -
[15] - Quote
Maken Tosch wrote:Perhaps CCP Rattati can draw inspiration from Eve Online to address hardeners. In Eve Online, a specific class of ships known as Marauders are the only ships in Eve capable of going into what we call Bastion mode. What is Bastion mode and what does it do? It is a mode that needs to be manually activated and goes into a set cycle of about 10 minutes if I remember the timer correctly. During this time, the ship morphs into a reinforced state where various bays are opened exposing what look like reactors to the vacuum of space. At the same time, the ship's damage resistance to any type of damage is increased by a large magnitude where it can take on almost any damage and survive until the timer runs out. Meanwhile, the ship is still able to fire back. But there are downsides to using Bastion mode.Once the mode is activated you can't move, you can't take in any remote repairs from another player, the mode does nothing to your damage output, and you can't manually deactivate until the timer runs its course. So if anything happens to your fleet like if they are forced to retreat, you get left behind and the opposing fleet can have their way with you. Which brings me to the next downside. Bastion mode, is not full proof. Given enough damage in a short time, the seemingly-unbreakable tank on your ship will break. This is especially true if the ships that fire their powerful weapon happen to be Drifters which can one-hit kill even a Marauder in Bastion Mode. How can this be applied to Dust?The concept of Bastion mode can be adapted for use in Dust by making the following changes to the hardeners:
- Extend the time active significantly.
- Vehicles such as LAVs and HAVs that have this module become immobilized when it's active.
- Dropships are forced to hover in a stationary position but can change which way to look during the hover. They can't increase or decrease altitude.
The idea here is that hardeners are taking up so much power to increase the damage resistance of the vehicles that they are unable to furnish enough power to keep the vehicles moving. So the vehicles become sitting ducks until the hardeners finish their cycle. This also means that they won't be able to help their team in other places if they are needed elsewhere in a battle that changes rapidly.
Well...the Bastion Module is an affective module, and would be interesting for a particular type of HAV (such as...the Marauder? xD)...The Bastion Module can only be fit to Marauder Class Battleships, when activivated, it immobilizes the ship it is fit on on provides several bonuses for 60 seconds. These bonuses are: a 30% Resistance bonus to all buffers (Shield, Armor, and Hull), 100% increase the the repair/boost amount of local reps/shield boosters, and a 25% bonus to both optimal range and falloff range for all turrets (and a 25% Missile Velocity bonus). The bastion module also makes the equipped ship immune to any form of electronic warfare (jamming, sensor dampeners, tracking disruptors...etc), but not to capacitor warfare. Additionally, while the bastion mode is active, it disallows remote assistance (this includes friendly Capacitor Transfers as well as Remote Shield Boosters and/or Armor Repairers).
Anyway...while a Bastion Module would be an interesting new addition, let's keep in mind that the "windows of opportunity" system creates engagements that are inherently only fun for one of the parties involved in the engagement...and compounds issues with the high-regen stats on vehicles in general, but tanks in particular it is most noticeable.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.08.13 20:44:00 -
[16] - Quote
I fully agree that the waves of opportunity design hasn't worked out so far. My experience mostly comes from NDS, but the mechanics mostly carry over to HAVs.
One major issue is that you either have to use two hardeners to counteract the cooldown - effectively creating a passive resistance and negating the design intent - or you use one hardener (or stacked hardeners) but then you spend extended amount of times not playing but rather waiting for the cooldown to end.
I could imagine having much shorter intervals of hardening with equally short cooldown times. I'm talking 3 second up time, 5 second cooldown. Then hardeners become a much more active thing to manage. You'd try to bring up hardeners just before the other blastertank comes out of overheat to mitigate a few seconds worth of damage, or you'd hold a missile salvo for 2 seconds to wait for the other tank's hardener to run out. Most importantly you wouldn't consider the cooldown a phase where you don't play. You'd just have to deal with it and keep playing and stay active in the fight.
While I'm thinking about it: In Eve active models are important because they trade one resource - ehp - for another - capacitor. A passively hardened ship gets to use all it's cap for mobility and weapons. An active hardened one needs to spend cap and risks running out of cap too soon. Too soon being defined as 'before the fight ends'. A major issue when carrying this over to Dust is that the current hardeners stay active for longer than a current HAV vs HAV or HAV vs AV fight lasts. In Eve terms that means we have too much cap and we should change our fitting to take advantage of that. In Dust it means no one's ever not going to run hardeners.
I'm no expert on this. Just sharing a few thoughts. |
pegasis prime
Darken's Forge and Trade
2
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Posted - 2015.08.14 12:21:00 -
[17] - Quote
Got as far as " with hardners invinsible without hardners weak......sounds like windows of opertunity to me .....good night .
Proud Caldari purist .
I fought and bled for the State on Caldari prime.
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Joel II X
Bacon with a bottle of Quafe
8
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Posted - 2015.08.14 12:33:00 -
[18] - Quote
Lol "runs to the redline and waits to get hard again".
Just... Lol xD
Scouts United
Gk.0s & Quafes all day.
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General Mosquito
Fatal Absolution Negative-Feedback
282
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Posted - 2015.08.14 13:37:00 -
[19] - Quote
DRT 99 wrote:
Currently, with hardners active, tanks are increadibly difficult to destroy with a reasonable ammount of infantry AV. That being said, without hardners, tanks are increadibly easy to destroy with just a single person. .
With two hardeners active, a tank can be cut through with 6 AV grenades at maximum.
Now, should two people be able to destroy a double hardened tank in less than 4 seconds?
It is already suicide to not run a dual hardened maddie. So if you can't go with a maximum hardened tank and survive for more than 5 seconds, what is the point of tanks?
The Attorney General - Mr. Hybrid Vayu
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General Mosquito
Fatal Absolution Negative-Feedback
282
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Posted - 2015.08.14 13:42:00 -
[20] - Quote
Maken Tosch wrote:
Once the mode is activated you can't move, you can't take in any remote repairs from another player, the mode does nothing to your damage output, and you can't manually deactivate until the timer runs its course.
Actually, Bastion gives you a 25% boost to falloff and missile velocity, which does affect damage output.
The Attorney General - Mr. Hybrid Vayu
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Vell0cet
OSG Planetary Operations
3
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Posted - 2015.08.14 14:22:00 -
[21] - Quote
I'd like to see vehicles get a complete overhaul to be more EVE-like.
If we had vehicle capacitors, webs, and neuts, then vehicles could be "tackled." This would allow for vehicles to get a large EHP buff, less regen but the ability to be crippled. If they modeled the TTK around frigate fights in EVE, I think that would be ideal for a FPS. I would use most of the same frigate modules as in EVE (excluding things like ASB's, AAR's and cap boosters). EVE has over a decade of balancing, let's take advantage of that.
Best PvE idea ever!
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Knox Firmus
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
43
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Posted - 2015.08.14 14:36:00 -
[22] - Quote
General Mosquito wrote:Maken Tosch wrote:
Once the mode is activated you can't move, you can't take in any remote repairs from another player, the mode does nothing to your damage output, and you can't manually deactivate until the timer runs its course.
Actually, Bastion gives you a 25% boost to falloff and missile velocity, which does affect damage output. While the falloff curve gets stretched, and the missiles do get to their target faster, this does not actually increase damage, only the range at which it can be applied. DPS is still determined by the cycle time of the module, and the damage each cycle produces.
you could argue the first volley of missiles has a higher dps, but after that it is the same |
General Mosquito
Fatal Absolution Negative-Feedback
283
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Posted - 2015.08.14 15:10:00 -
[23] - Quote
Knox Firmus wrote: While the falloff curve gets stretched, and the missiles do get to their target faster, this does not actually increase damage, only the range at which it can be applied. DPS is still determined by the cycle time of the module, and the damage each cycle produces.
you could argue the first volley of missiles has a higher dps, but after that it is the same
Falloff has an affect on DPS.
A Vargur in bastion will be doing more damage at say 50km than out. A Kronos gains less, but still is a noticeable increase in applied DPS. A paladin gains an huge increase in the application of scorch.
These are meaningful increases in applied DPS.
The Attorney General - Mr. Hybrid Vayu
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Vegetation Monster
G0DS AM0NG MEN The Empire of New Eden
330
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Posted - 2015.08.14 15:40:00 -
[24] - Quote
How about we make it so Hardeners give less resistance. Say 30% when active and 15% when not active. Also- this means reduce resource cost of Shield hardeners specifically.
Say shield tank has 2 hardeners. When both are inactive, they give a little less than 30% with stacking penalty and you have the ability to active them. Say you activate both, you get less than 60% resistance with stacking penalties.
This makes it so the tank isn't completely useless with hardeners activated and not as overpowered as now with 2 hardeners activated.
B
Double O
T
Y
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DRT 99
RAT PATROL INC. The Empire of New Eden
531
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Posted - 2015.08.14 16:21:00 -
[25] - Quote
pegasis prime wrote:Got as far as " with hardeners invincible without hardeners weak......sounds like windows of opportunity to me .....good night . Congratulations! You managed to successfully read into the OP to the point where i state what the problem is, but apparently missed the part where i say 'this is a bad thing'
General Mosquito wrote: With two hardeners active, a tank can be cut through with 6 AV grenades at maximum.
Now, should two people be able to destroy a double hardened tank in less than 4 seconds?
It is already suicide to not run a dual hardened maddie. So if you can't go with a maximum hardened tank and survive for more than 5 seconds, what is the point of tanks?
I can agree that AV grenades are allitle over the top right now. Im thinking what if we halved damage and nanite cost to resupply, but doubled carry capacity? they become less alpha and more sustained DPS, same total damage dealt, but more chance to react for the vehicle.
Vegetation Monster wrote:How about we make it so Hardeners give less resistance. Say 30% when active and 15% when not active. Also- this means reduce resource cost of Shield hardeners specifically.
Say shield tank has 2 hardeners. When both are inactive, they give a little less than 30% with stacking penalty and you have the ability to active them. Say you activate both, you get less than 60% resistance with stacking penalties.
This makes it so the tank isn't completely useless with hardeners activated and not as overpowered as now with 2 hardeners activated. I sort of like this, but would prefer 25% when active, even that is pushing it with 2 hardeners active simultaneously
Joel II X wrote:Lol "runs to the redline and waits to get hard again".
Just... Lol xD DONT MOCK SOMETIMES IT TAKES A WHILE ITS A SERIOUS MEDICAL CONDITION |
Toobar Zoobar
The Unholy Legion Of DarkStar DARKSTAR ARMY
134
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Posted - 2015.08.14 16:25:00 -
[26] - Quote
Maken Tosch wrote:Perhaps CCP Rattati can draw inspiration from Eve Online to address hardeners. In Eve Online, a specific class of ships known as Marauders are the only ships in Eve capable of going into what we call Bastion mode. What is Bastion mode and what does it do? It is a mode that needs to be manually activated and goes into a set cycle of about 10 minutes if I remember the timer correctly. During this time, the ship morphs into a reinforced state where various bays are opened exposing what look like reactors to the vacuum of space. At the same time, the ship's damage resistance to any type of damage is increased by a large magnitude where it can take on almost any damage and survive until the timer runs out. Meanwhile, the ship is still able to fire back. But there are downsides to using Bastion mode.Once the mode is activated you can't move, you can't take in any remote repairs from another player, the mode does nothing to your damage output, and you can't manually deactivate until the timer runs its course. So if anything happens to your fleet like if they are forced to retreat, you get left behind and the opposing fleet can have their way with you. Which brings me to the next downside. Bastion mode, is not full proof. Given enough damage in a short time, the seemingly-unbreakable tank on your ship will break. This is especially true if the ships that fire their powerful weapon happen to be Drifters which can one-hit kill even a Marauder in Bastion Mode. How can this be applied to Dust?The concept of Bastion mode can be adapted for use in Dust by making the following changes to the hardeners:
- Extend the time active significantly.
- Vehicles such as LAVs and HAVs that have this module become immobilized when it's active.
- Dropships are forced to hover in a stationary position but can change which way to look during the hover. They can't increase or decrease altitude.
The idea here is that hardeners are taking up so much power to increase the damage resistance of the vehicles that they are unable to furnish enough power to keep the vehicles moving. So the vehicles become sitting ducks until the hardeners finish their cycle. This also means that they won't be able to help their team in other places if they are needed elsewhere in a battle that changes rapidly. Rattati has only tried to make dust less and less like EVE since he took control.
Specialization: Making typo's.
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DRT 99
RAT PATROL INC. The Empire of New Eden
532
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Posted - 2015.08.14 16:29:00 -
[27] - Quote
Toobar Zoobar wrote:Rattati has only tried to make dust less and less like EVE since he took control. i agree that DUST and EVE are different and should remain different, but certain themes (Like racial tanking philosophy) just arent meant to be messed with, and dust originally had this backwards (amarr have reps, gal have plates) wasnt it ratatti that corrected this?
additionally, a bastion / siege mod in DUST would draw inspiration from the same mod in EVE but would not be the same - infact i dont even think they would have the same name |
General Mosquito
Fatal Absolution Negative-Feedback
283
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Posted - 2015.08.14 17:00:00 -
[28] - Quote
DRT 99 wrote: I can agree that AV grenades are allitle over the top right now. Im thinking what if we halved damage and nanite cost to resupply, but doubled carry capacity? they become less alpha and more sustained DPS, same total damage dealt, but more chance to react for the vehicle.
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No, AV grenades are just about right.
Jesus, you don't even know why you think tanks are OP, you are just spouting off random crap and pretending that is a thesis.
Having a high alpha nuclear baseball is exactly what infantry needs to punish yolo swag tankers who like to drive into a horde of people.
Jesus, I am getting pretty tired of having to tell AV how to kill my tank. If I had not biomassed my heavy toon there would never be tank alive on the enemy team, but you scrubs can't even kill a standard maddy without help.
The Attorney General - Mr. Hybrid Vayu
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DUST Fiend
17
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Posted - 2015.08.14 17:03:00 -
[29] - Quote
General Mosquito wrote:DRT 99 wrote: I can agree that AV grenades are allitle over the top right now. Im thinking what if we halved damage and nanite cost to resupply, but doubled carry capacity? they become less alpha and more sustained DPS, same total damage dealt, but more chance to react for the vehicle.
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No, AV grenades are just about right. Jesus, you don't even know why you think tanks are OP, you are just spouting off random crap and pretending that is a thesis. Having a high alpha nuclear baseball is exactly what infantry needs to punish yolo swag tankers who like to drive into a horde of people. Jesus, I am getting pretty tired of having to tell AV how to kill my tank. If I had not biomassed my heavy toon there would never be tank alive on the enemy team, but you scrubs can't even kill a standard maddy without help. The main problem is that the nuclear baseball is even more effective than most actual AV weapons, and can be carried even by non AV players.
So you are 100% outnumbered by AV from the moment you spawn onto the map. Toning them back a tad wouldn't hurt anyone but scrubs.
I am a beautiful space manatee, flying through the sky with the greatest of ease
Swarms everywhere.
So-bittervet
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DRT 99
RAT PATROL INC. The Empire of New Eden
533
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Posted - 2015.08.14 17:05:00 -
[30] - Quote
General Mosquito wrote:Jesus, you don't even know why you think tanks are OP
incase i wasnt clear, let me dumb it down for you.
Vehicles are weak and hardeners are overperforming.
I never said tanks are OP, consider reading the OP next time. |
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